[Not a bug] Monsters hear you SCREAM!

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Expand view Topic review: [Not a bug] Monsters hear you SCREAM!

Re: Monsters hear you SCREAM!

by randi » Fri Dec 12, 2003 7:58 pm

cutmanmike wrote:I don't think this was meant to happen was it?
It is intentional.
David Ferstat wrote:Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.
It's even more minor than you present. Just add WIF_NOALERT to the weapon's definition. A few of the Strife weapons use this.

by David Ferstat » Wed Dec 10, 2003 8:29 am

Graf Zahl wrote:Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(
Damn, you're quick! :)

by Graf Zahl » Wed Dec 10, 2003 8:27 am

Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(

by David Ferstat » Wed Dec 10, 2003 8:24 am

Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.

The way it works (from memory) is thus:

Player fires current weapon
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters. :(
Continue

Now, a better version might look like this:

Player fires current weapon
If current weapon NOT defined as Silent
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters.
Continue

Else
Appropriate weapon-firing function
Continue


Now, I don't know where you'd define your weapons as Silent (not MAPINFO, as a weapons mod might not have maps) but I'm sure we could find, or create, a suitable place. For a start, how about wherever we define custom AMMO usage?

by Nanami » Wed Dec 10, 2003 6:25 am

Enjay wrote:
Nanami wrote:It was actually... sarcasm.
Dammit! :oops:

Ahh well, these things have been requested before, so I can't be the only one who thinks they might be useful. :P

Not that I really expect them to be included in Zdoom any time soon.
Well I did get GameArena to change them for GADoom because he's actually modifying the exe in ways that change the behavior (footstep sounds... etc), but I wouldn't ask this of Randy.

by Graf Zahl » Tue Dec 09, 2003 6:56 pm

Nanami wrote:It was actually... sarcasm.

See, I guessed right! :P

by Enjay » Tue Dec 09, 2003 6:44 pm

Nanami wrote:It was actually... sarcasm.
Dammit! :oops:

Ahh well, these things have been requested before, so I can't be the only one who thinks they might be useful. :P

Not that I really expect them to be included in Zdoom any time soon.

by Nanami » Tue Dec 09, 2003 6:27 pm

It was actually... sarcasm.

by Enjay » Tue Dec 09, 2003 3:57 pm

First thing I do after installing a fresh copy of Zdoom is go into the options menu. After setting up the obvious, essential stuff (keys, mouse etc) I set up my visual and gameplay preferences: whether to use translucency or fuzz, whether to have puffs or particles, pick my crosshair, check status bar stretching is on and pick a wipe type. Then I go to the console and turn on alphatransparency for the rocket explosions (why isn't that on the menu?)

So, I maybe only use it once or twice when I first install Zdoom, but I do use it and I would probably opt to have a noisy chainsaw.

But, I agree these should all be off by default because they would be kind of hidden. So we'd get endless posts about how Zdoom suXors because you cant hear the marine fisting :shock:

Oh, and for those that don't know:

addrocketexplosion 1

Gives additive translucency to the rocket explosion. Used to be on by default but not anymore, can also be set via dehacked, not everyone's cup of tea, but I like it.

by Graf Zahl » Tue Dec 09, 2003 3:33 pm

The chainsaw thing is very bad. This will break any level big time (even if it does make sense in real life!) Even with a compatibility flag this is such a massive behavioral change that this flag should be off by default so as a result the whole feature would be rather useless because most people never go into an options menu.

by Enjay » Tue Dec 09, 2003 3:29 pm

I think the things Nanami suggests are good ones, and it's not the first time they have been suggested. GADoom has at least some of them. I'd also like an impactless swing of the Heretic and Hexen melee weapons to be silent too. Of course, this would all have to be compat optioned, because many people do take advantage of the ability to wake monsters by punching the air.

BTW, the Strife punch dagger is not only silent to swing, but provides you with a silent kill too (as maybe does at least one of the crossbows - can't remember). Or at least it won't set off the alarms. Can't remember what effect it has on nearby enemies - I think they don't hear it. I'm sure we have all done that thing in strife where you talk to a peasant who gives you (for a price) the wonderful piece of information that you can use the punch dagger to kill some one without setting off the alarms, and then killed him to test his theory. :)

by Graf Zahl » Tue Dec 09, 2003 3:26 pm

Nanami wrote:While we're on the subject...

The silent punch wakes monsters up when you attack! Please fix!

The idling chainsaw (which makes noise) won't wake up monsters, but it will in the attack frames. Fix this too Randy.

Grunting when you push a wall or land from a height doesn't wake up monsters. This should be fixed as well.

Please don't! This all is well established Doom behavior and should remain as it is (I sincerely hope that this post was a joke ;) )

by Lexus Alyus » Tue Dec 09, 2003 2:10 pm

I don't think they should be fixed... these were the behavoirs in Doom, so it would break compatibility... plus it would be damn annoying... although I think the fist is okay being silent... but it would probobly be the doom code that makes it wake up monsters on attack. This kinda makes sense because when the monsters screaming in pain from the punch, all the monsters are alerted (although, I kinda used the term screaming rather loose, as the punch is pritty weak :-D).

As for the monsters spectating, it's kinda cool that :-D, and if you survive a fall that you weren't supposed to and there is no way out then the monsters can point and laugh in your general direction :-D. Randy should implement extra frames for monsters pointing and laughing in your general direction :-D.

:twisted:

by Nanami » Tue Dec 09, 2003 1:28 pm

While we're on the subject...

The silent punch wakes monsters up when you attack! Please fix!

The idling chainsaw (which makes noise) won't wake up monsters, but it will in the attack frames. Fix this too Randy.

Grunting when you push a wall or land from a height doesn't wake up monsters. This should be fixed as well.

by Cutmanmike » Tue Dec 09, 2003 12:57 pm

But what if they're a doom-mile away eh? Well I guess you could say the same with using punch at the same distance

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